The Risks
-Locking In a commander
-CQB unit: vulnerable to wipes, Harder to avoid Mgs, Does not scale as well lategame
-No At capacity
-May bleed heavily in tough fights
-May not do much if outnumbered and unable to close distance
-less efficient at capping and fighting simultaneously
The reward
-A unit with nearly identical stats to the Volks with mp40s(higher reinforce, Callin cost, better vet, no muni buyin)
-Unit with sprint(3 ostheer commanders now give this globally making it less unique)
-No Training time
-Unit capable of 1v1ing lone squads earlygame
It should not be prohibitively risky to utilize this unit, its not good enough to warrant that.
-CQB unit: vulnerable to wipes, Harder to avoid Mgs, Does not scale as well lategame
1.) It is a 5 man squad so it is less vulnerable than Panzergrens.
2.) They have sprint and doesn't need to be stationary to fight, so they are in fact a good
counter to Mgs.
3.) They don't scale amazingly into the late game, but if they are used properly in a defensive
way to flank attacking troops, throwing their really good grenades, and also to chase retreating
squads they are still a strong unit.
4.) Furthermore, even if this were not the case it doesn't matter. As the Soviet Scout Car or the
M20 does not scale very well, but they are still widely used units because of their capacity to
significantly change the balance of power in the period they can initially be produced.
-No At capacity
1.) With the combination of their sprint, shooting on the move, and grenades they are really
effective at wiping or forcing off anti-tank guns before needing to retreat which can serve vital
at role in some engagements.
-May bleed heavily in tough fights
1.) Don't they have the same reinforce cost as normal grens, because at that point they wouldn't
bleed any more than the standard infantry which is hardly heavilly.
-May not do much if outnumbered and unable to close distance
1.) Of course, that is the tactical counter to the unit, it would be horribly unbalanced and
unskillful to have a unit that can run across an open field and then beat multiple squads which
represent a much greater amount of manpower together, instead of utilising true sight to flank or
ambush.
-less efficient at capping and fighting simultaneously
1.) Dependent on the capture zone, if it is one which has a lot of objects which block line of
sight meaning that the unit can only be seen in CQC then it would be more efficient
The reward
-A unit with nearly identical stats to the Volks with mp40s(higher reinforce, Callin cost, better vet, no muni buyin)
1.) Different faction so it is irrelevant, as units need to be seen in the context of how they
synergise with the rest of the faction.
2.) They come out much earlier than MP40 Volks, so they have a much greater impact when they come
onto the field.
-Unit with sprint(3 ostheer commanders now give this globally making it less unique)
1.) Yet sprint on a CQC unit which is more durable than Panzergrens is arguably more useful
-No Training time
-Unit capable of 1v1ing lone squads earlygame
1.) And midgame if used correctly
I love Assault Grenadiers, I use them often and have great success with them.
But they shouldn't be used as the core of your army, as they don't scale as well as normal grens, and having all your troops with one effective range limits the versatility of an army.
Instead, I used them as a support unit only getting one, one to flank and disrupt support weapons, preventing flanks on my MGs as their dps is to high up close to give one or two squads enough time to wipde an mg, as well as, a way of rapidly winning engagements and wiping squads by flanking enemy infantry fighting my grens.
However, if they were given a faust they would be too versatile, as it thier lack of it which keeps them blanced.
It prevents them being spamed which would be a massive issue, especially against usf. Because blobed Assault Grens are easily able to overwhelm riflemen; providing an overwhelming fuel advantage, and light Vehicles serve as the punishing counter to such a blob.